Giant Stink Beetle
Large • Beast • Unaligned
Armor Class 15
Hit Points 30 (4d10 + 8)
Speed 30 ft., climb 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 1 (-5) | 7 (-2) | 2 (-4) |
Damage Resistances poison
Condition Immunities poisoned
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 8
Languages –
CR 1 (XP 450; PB +2)

Bloodied - Odor Shock. While bloodied, creatures that have not yet succeeded on their saving throw against its Noxious Stench make that save with disadvantage. Creatures that have succeeded in the last hour lose their immunity and must save again to become immune once more.
Noxious Stench. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot emanation originating from the beetle. Failure: The target becomes incapacitated and spends its turn retching and reeling. Success: The target is immune to this effect for 1 hour.
ACTIONS
Ram. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) bludgeoning damage.
Stink Spray (Recharges after a Rest). Constitution Saving Throw: DC 12, each creature in a 30-foot cone. Failure: The target takes 7 (2d6) poison damage. Success: Half damage. Failure or Success: The target and everything it is wearing and carrying becomes imbued with a stench, giving it disadvantage on Dexterity (Stealth) checks. The stench can be removed by spending 2 hours cleansing the affected creature or object with soap and water.
Giant Stink Beetle
Large • Beast • Unaligned
Armor Class 14
Hit Points 11 (2d10)
Speed 30 ft., climb 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 11 (+0) | 1 (-5) | 7 (-2) | 2 (-4) |
Damage Resistances poison
Condition Immunities poisoned
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 8
Languages –
CR 1/8 (XP 25; PB +2)

Noxious Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot emanation originating from the beetle. Failure: The target becomes incapacitated and spends its turn retching and reeling. Success: The target is immune to this effect for 1 hour.
ACTIONS
Ram. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) bludgeoning damage.
Stink Spray (Recharges after a Rest). Constitution Saving Throw: DC 10, each creature in a 15-foot cone. Failure: The target takes 3 (1d6) poison damage. Success: Half damage. Failure or Success: The target and everything it is wearing and carrying becomes imbued with a stench, giving it disadvantage on Dexterity (Stealth) checks. The stench can be removed by spending 1 hour cleansing the affected creature or object with soap and water.
Giant Stink Beetle
Large • Beast • Unaligned
Armor Class 16
Hit Points 76 (9d10 + 27)
Speed 30 ft., climb 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+3) | 1 (-5) | 7 (-2) | 2 (-4) |
Damage Resistances poison
Condition Immunities poisoned
Senses blindsight 20 ft., tremorsense 60 ft., passive Perception 8
Languages –
CR 4 (XP 1,100; PB +2)

Bloodied - Odor Shock. While bloodied, creatures that have not yet succeeded on their saving throw against its Noxious Stench make that save with disadvantage. Creatures that have succeeded in the last hour lose their immunity and must save again to become immune once more.
Noxious Stench. Constitution Saving Throw: DC 13, any creature that starts its turn in a 15-foot emanation originating from the beetle. Failure: The target becomes incapacitated and spends its turn retching and reeling. Success: The target is immune to this effect for 1 hour.
ACTIONS
Multiattack. The beetle makes two Ram attacks.
Ram. Melee Weapon Attack: +4, reach 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage.
Stink Spray (Recharges after a Rest). Constitution Saving Throw: DC 13, each creature in a 30-foot cone. Failure: The target takes 14 (4d6) poison damage. Success: Half damage. Failure or Success: The target and everything it is wearing and carrying becomes imbued with a stench, giving it disadvantage on Dexterity (Stealth) checks. The stench can be removed by spending 3 hours cleansing the affected creature or object with soap and water.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
